scene_organization.rst 15 KB

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  1. .. _doc_scene_organization:
  2. Scene organization
  3. ==================
  4. This article covers topics related to the effective organization of
  5. scene content. Which nodes should you use? Where should you place them?
  6. How should they interact?
  7. How to build relationships effectively
  8. --------------------------------------
  9. When Godot users begin crafting their own scenes, they often run into the
  10. following problem:
  11. They create their first scene and fill it with content only to eventually end
  12. up saving branches of their scene into separate scenes as the nagging feeling
  13. that they should split things up starts to accumulate. However, they then
  14. notice that the hard references they were able to rely on before are no longer
  15. possible. Re-using the scene in multiple places creates issues because the
  16. node paths do not find their targets and signal connections established in the
  17. editor break.
  18. To fix these problems, you must instantiate the sub-scenes without them
  19. requiring details about their environment. You need to be able to trust
  20. that the sub-scene will create itself without being picky about how it's used.
  21. One of the biggest things to consider in OOP is maintaining
  22. focused, singular-purpose classes with
  23. `loose coupling <https://en.wikipedia.org/wiki/Loose_coupling>`_
  24. to other parts of the codebase. This keeps the size of objects small (for
  25. maintainability) and improves their reusability.
  26. These OOP best practices have *several* implications for best practices
  27. in scene structure and script usage.
  28. **If at all possible, you should design scenes to have no dependencies.**
  29. That is, you should create scenes that keep everything they need within
  30. themselves.
  31. If a scene must interact with an external context, experienced developers
  32. recommend the use of
  33. `Dependency Injection <https://en.wikipedia.org/wiki/Dependency_injection>`_.
  34. This technique involves having a high-level API provide the dependencies of the
  35. low-level API. Why do this? Because classes which rely on their external
  36. environment can inadvertently trigger bugs and unexpected behavior.
  37. To do this, you must expose data and then rely on a parent context to
  38. initialize it:
  39. 1. Connect to a signal. Extremely safe, but should be used only to "respond" to
  40. behavior, not start it. By convention, signal names are usually past-tense verbs
  41. like "entered", "skill_activated", or "item_collected".
  42. .. tabs::
  43. .. code-tab:: gdscript GDScript
  44. # Parent
  45. $Child.signal_name.connect(method_on_the_object)
  46. # Child
  47. signal_name.emit() # Triggers parent-defined behavior.
  48. .. code-tab:: csharp
  49. // Parent
  50. GetNode("Child").Connect("SignalName", Callable.From(ObjectWithMethod.MethodOnTheObject));
  51. // Child
  52. EmitSignal("SignalName"); // Triggers parent-defined behavior.
  53. 2. Call a method. Used to start behavior.
  54. .. tabs::
  55. .. code-tab:: gdscript GDScript
  56. # Parent
  57. $Child.method_name = "do"
  58. # Child, assuming it has String property 'method_name' and method 'do'.
  59. call(method_name) # Call parent-defined method (which child must own).
  60. .. code-tab:: csharp
  61. // Parent
  62. GetNode("Child").Set("MethodName", "Do");
  63. // Child
  64. Call(MethodName); // Call parent-defined method (which child must own).
  65. 3. Initialize a :ref:`Callable <class_Callable>` property. Safer than a method
  66. as ownership of the method is unnecessary. Used to start behavior.
  67. .. tabs::
  68. .. code-tab:: gdscript GDScript
  69. # Parent
  70. $Child.func_property = object_with_method.method_on_the_object
  71. # Child
  72. func_property.call() # Call parent-defined method (can come from anywhere).
  73. .. code-tab:: csharp
  74. // Parent
  75. GetNode("Child").Set("FuncProperty", Callable.From(ObjectWithMethod.MethodOnTheObject));
  76. // Child
  77. FuncProperty.Call(); // Call parent-defined method (can come from anywhere).
  78. 4. Initialize a Node or other Object reference.
  79. .. tabs::
  80. .. code-tab:: gdscript GDScript
  81. # Parent
  82. $Child.target = self
  83. # Child
  84. print(target) # Use parent-defined node.
  85. .. code-tab:: csharp
  86. // Parent
  87. GetNode("Child").Set("Target", this);
  88. // Child
  89. GD.Print(Target); // Use parent-defined node.
  90. 5. Initialize a NodePath.
  91. .. tabs::
  92. .. code-tab:: gdscript GDScript
  93. # Parent
  94. $Child.target_path = ".."
  95. # Child
  96. get_node(target_path) # Use parent-defined NodePath.
  97. .. code-tab:: csharp
  98. // Parent
  99. GetNode("Child").Set("TargetPath", NodePath(".."));
  100. // Child
  101. GetNode(TargetPath); // Use parent-defined NodePath.
  102. These options hide the points of access from the child node. This in turn
  103. keeps the child **loosely coupled** to its environment. You can reuse it
  104. in another context without any extra changes to its API.
  105. .. note::
  106. Although the examples above illustrate parent-child relationships,
  107. the same principles apply towards all object relations. Nodes which
  108. are siblings should only be aware of their own hierarchies while an ancestor
  109. mediates their communications and references.
  110. .. tabs::
  111. .. code-tab:: gdscript GDScript
  112. # Parent
  113. $Left.target = $Right.get_node("Receiver")
  114. # Left
  115. var target: Node
  116. func execute():
  117. # Do something with 'target'.
  118. # Right
  119. func _init():
  120. var receiver = Receiver.new()
  121. add_child(receiver)
  122. .. code-tab:: csharp
  123. // Parent
  124. GetNode<Left>("Left").Target = GetNode("Right/Receiver");
  125. public partial class Left : Node
  126. {
  127. public Node Target = null;
  128. public void Execute()
  129. {
  130. // Do something with 'Target'.
  131. }
  132. }
  133. public partial class Right : Node
  134. {
  135. public Node Receiver = null;
  136. public Right()
  137. {
  138. Receiver = ResourceLoader.Load<Script>("Receiver.cs").New();
  139. AddChild(Receiver);
  140. }
  141. }
  142. The same principles also apply to non-Node objects that maintain dependencies
  143. on other objects. Whichever object owns the other objects should manage
  144. the relationships between them.
  145. .. warning::
  146. You should favor keeping data in-house (internal to a scene), though, as
  147. placing a dependency on an external context, even a loosely coupled one,
  148. still means that the node will expect something in its environment to be
  149. true. The project's design philosophies should prevent this from happening.
  150. If not, the code's inherent liabilities will force developers to use
  151. documentation to keep track of object relations on a microscopic scale; this
  152. is otherwise known as development hell. Writing code that relies on external
  153. documentation to use it safely is error-prone by default.
  154. To avoid creating and maintaining such documentation, you convert the
  155. dependent node ("child" above) into a tool script that implements
  156. ``_get_configuration_warnings()``.
  157. Returning a non-empty PackedStringArray from it will make the Scene dock generate a
  158. warning icon with the string(s) as a tooltip by the node. This is the same icon
  159. that appears for nodes such as the
  160. :ref:`Area2D <class_Area2D>` node when it has no child
  161. :ref:`CollisionShape2D <class_CollisionShape2D>` nodes defined. The editor
  162. then self-documents the scene through the script code. No content duplication
  163. via documentation is necessary.
  164. A GUI like this can better inform project users of critical information about
  165. a Node. Does it have external dependencies? Have those dependencies been
  166. satisfied? Other programmers, and especially designers and writers, will need
  167. clear instructions in the messages telling them what to do to configure it.
  168. So, why does all this complex switcheroo work? Well, because scenes operate
  169. best when they operate alone. If unable to work alone, then working with
  170. others anonymously (with minimal hard dependencies, i.e. loose coupling)
  171. is the next best thing. Inevitably, changes may need to be made to a class, and
  172. if these changes cause it to interact with other scenes in unforeseen ways,
  173. then things will start to break down. The whole point of all this indirection
  174. is to avoid ending up in a situation where changing one class results in
  175. adversely affecting other classes dependent on it.
  176. Scripts and scenes, as extensions of engine classes, should abide
  177. by *all* OOP principles. Examples include...
  178. - `SOLID <https://en.wikipedia.org/wiki/SOLID>`_
  179. - `DRY <https://en.wikipedia.org/wiki/Don%27t_repeat_yourself>`_
  180. - `KISS <https://en.wikipedia.org/wiki/KISS_principle>`_
  181. - `YAGNI <https://en.wikipedia.org/wiki/You_aren%27t_gonna_need_it>`_
  182. Choosing a node tree structure
  183. ------------------------------
  184. You might start to work on a game but get overwhelmed by the vast possibilities
  185. before you. You might know what you want to do, what systems you want to
  186. have, but *where* do you put them all? How you go about making your game
  187. is always up to you. You can construct node trees in countless ways.
  188. If you are unsure, this guide can give you a sample of a decent structure to
  189. start with.
  190. A game should always have an "entry point"; somewhere you can definitively
  191. track where things begin so that you can follow the logic as it continues
  192. elsewhere. It also serves as a bird's eye view of all other data and logic
  193. in the program. For traditional applications, this is normally a "main"
  194. function. In Godot, it's a Main node.
  195. - Node "Main" (main.gd)
  196. The ``main.gd`` script will serve as the primary controller of your game.
  197. Then you have an in-game "World" (a 2D or 3D one). This can be a child
  198. of Main. In addition, you will need a primary GUI for your game that manages
  199. the various menus and widgets the project needs.
  200. - Node "Main" (main.gd)
  201. - Node2D/Node3D "World" (game_world.gd)
  202. - Control "GUI" (gui.gd)
  203. When changing levels, you can then swap out the children of the "World" node.
  204. :ref:`Changing scenes manually <doc_change_scenes_manually>` gives you full
  205. control over how your game world transitions.
  206. The next step is to consider what gameplay systems your project requires.
  207. If you have a system that...
  208. 1. tracks all of its data internally
  209. 2. should be globally accessible
  210. 3. should exist in isolation
  211. ... then you should create an :ref:`autoload 'singleton' node <doc_singletons_autoload>`.
  212. .. note::
  213. For smaller games, a simpler alternative with less control would be to have
  214. a "Game" singleton that simply calls the
  215. :ref:`SceneTree.change_scene_to_file() <class_SceneTree_method_change_scene_to_file>` method
  216. to swap out the main scene's content. This structure more or less keeps
  217. the "World" as the main game node.
  218. Any GUI would also need to be either a singleton, a transitory part of the
  219. "World", or manually added as a direct child of the root. Otherwise, the
  220. GUI nodes would also delete themselves during scene transitions.
  221. If you have systems that modify other systems' data, you should define those as
  222. their own scripts or scenes, rather than autoloads. For more information, see
  223. :ref:`Autoloads versus regular nodes <doc_autoloads_versus_internal_nodes>`.
  224. Each subsystem within your game should have its own section within the
  225. SceneTree. You should use parent-child relationships only in cases where nodes
  226. are effectively elements of their parents. Does removing the parent reasonably
  227. mean that the children should also be removed? If not, then it should have its
  228. own place in the hierarchy as a sibling or some other relation.
  229. .. note::
  230. In some cases, you need these separated nodes to *also* position themselves
  231. relative to each other. You can use the
  232. :ref:`RemoteTransform <class_RemoteTransform3D>` /
  233. :ref:`RemoteTransform2D <class_RemoteTransform2D>` nodes for this purpose.
  234. They will allow a target node to conditionally inherit selected transform
  235. elements from the Remote\* node. To assign the ``target``
  236. :ref:`NodePath <class_NodePath>`, use one of the following:
  237. 1. A reliable third party, likely a parent node, to mediate the assignment.
  238. 2. A group, to pull a reference to the desired node (assuming there
  239. will only ever be one of the targets).
  240. When you should do this is subjective. The dilemma arises when you must
  241. micro-manage when a node must move around the SceneTree to preserve
  242. itself. For example...
  243. - Add a "player" node to a "room".
  244. - Need to change rooms, so you must delete the current room.
  245. - Before the room can be deleted, you must preserve and/or move the player.
  246. If memory is not a concern, you can...
  247. - Create the new room.
  248. - Move the player to the new room.
  249. - Delete the old room.
  250. If memory is a concern, instead you will need to...
  251. - Move the player somewhere else in the tree.
  252. - Delete the room.
  253. - Instantiate and add the new room.
  254. - Re-add the player to the new room.
  255. The issue is that the player here is a "special case" where the
  256. developers must *know* that they need to handle the player this way for the
  257. project. The only way to reliably share this information as a team
  258. is to *document* it. Keeping implementation details in documentation is
  259. dangerous. It's a maintenance burden, strains code readability, and
  260. unnecessarily bloats the intellectual content of a project.
  261. In a more complex game with larger assets, it can be a better idea to keep
  262. the player somewhere else in the SceneTree entirely. This results in:
  263. 1. More consistency.
  264. 2. No "special cases" that must be documented and maintained somewhere.
  265. 3. No opportunity for errors to occur because these details are not accounted
  266. for.
  267. In contrast, if you ever need a child node that does *not* inherit
  268. the transform of its parent, you have the following options:
  269. 1. The **declarative** solution: place a :ref:`Node <class_Node>` in between
  270. them. Since it doesn't have a transform, they won't pass this information
  271. to its children.
  272. 2. The **imperative** solution: Use the ``top_level`` property for the
  273. :ref:`CanvasItem <class_CanvasItem_property_top_level>` or
  274. :ref:`Node3D <class_Node3D_property_top_level>` node. This will make
  275. the node ignore its inherited transform.
  276. .. note::
  277. If building a networked game, keep in mind which nodes and gameplay systems
  278. are relevant to all players versus those just pertinent to the authoritative
  279. server. For example, users do not all need to have a copy of every players'
  280. "PlayerController" logic - they only need their own. Keeping them in a
  281. separate branch from the "world" can help simplify the management of game
  282. connections and the like.
  283. The key to scene organization is to consider the SceneTree in relational terms
  284. rather than spatial terms. Are the nodes dependent on their parent's existence?
  285. If not, then they can thrive all by themselves somewhere else.
  286. If they are dependent, then it stands to reason that they should be children of
  287. that parent (and likely part of that parent's scene if they aren't already).
  288. Does this mean nodes themselves are components? Not at all.
  289. Godot's node trees form an aggregation relationship, not one of composition.
  290. But while you still have the flexibility to move nodes around, it is still best
  291. when such moves are unnecessary by default.